Chaos Daemons – Plague Drones
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6

Plague Drones

NoNAME  M WS BS S T W A Ld DSv Base
40
Plague Drone (base: 60mm)
2‑5
40
Plague Drone
10" 4+ 4+ 5 6 5 2 7 5+/4+ 60mm
40
Plaguebringer (base: 60mm)
1
40
Plaguebringer
10" 4+ 4+ 5 6 5 3 8 5+/4+ 60mm
If this unit contains 4 or more models, it has Power Rating 12. Every model is equipped with: death’s heads; foul mouthparts; plaguesword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Death’s heads
Death’s heads
12"
Assault D3
4
-1
1
Blast
Blast
Foul mouthparts
Foul mouthparts
Melee
Melee
5
-2
2
Malefic 2
Malefic 2
Plaguesword
Plaguesword
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Prehensile proboscis
Prehensile proboscis
Melee
Melee
4
-2
1
Malefic 4
Malefic 4
OTHER WARGEAR
ABILITIES 
Daemonic icon
While this unit contains any models equipped with a daemonic icon:
  • It has the ICON keyword.
  • Each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.
Daemonic icon
While this unit contains any models equipped with a daemonic icon:
  • It has the ICON keyword.
  • Each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.
Instrument of Chaos
While this unit contains any models equipped with an instrument of Chaos:
  • It has the INSTRUMENT keyword.
  • Add 1 to the Leadership characteristic of models in this unit.
Instrument of Chaos
While this unit contains any models equipped with an instrument of Chaos:
  • It has the INSTRUMENT keyword.
  • Add 1 to the Leadership characteristic of models in this unit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Plague Drone that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
 • One Plague Drone that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.
 • Any model’s foul mouthparts can be replaced with 1 prehensile proboscis.
ABILITIES
ABILITIES
Daemonic
FACTION KEYWORDS: CHAOS, LEGIONES DAEMONICA, NURGLE
KEYWORDS: CAVALRY, DAEMON, CORE, FLY, PLAGUEBEARERS, PLAGUE DRONES

Datasheet-related Stratagems

REVOLTING CONSTITUTION1CP
Legiones Daemonica – Boarding Actions – Battle Tactic Stratagem

The supernatural corruption of Plaguebearers’ physical forms is such that even the most grievous wounds do not trouble them.

Use this Stratagem when a PLAGUEBEARERS CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
REVOLTING CONSTITUTION1CP/2CP
Legions of Nurgle – Battle Tactic Stratagem

The supernatural corruption of Plaguebearers’ physical forms is such that even the most grievous wounds do not trouble them.

Use this Stratagem when a PLAGUEBEARER’s unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit has a Power Rating of 12 or more, this Stratagem costs 2CP, otherwise, it costs 1CP.
MUTABLE FORM1CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Many daemons can shift their forms at will, drawing on the powers of the warp to manifest new weapons, powers and otherworldly abilities in the blink of an eye.

Use this Stratagem in your Command phase. Select one LEGIONES DAEMONICA model from your army that has any Enhancements. You can replace one of that model’s Enhancements with another. Select an Enhancement as normal and replace one of this model’s existing Enhancements with it. If that new Enhancement has an effect which takes place at a specific point in the battle which has already passed, that Enhancement has no effect.
INSUBSTANTIAL ENTITIES2CP
Legiones Daemonica – Boarding Actions – Strategic Ploy Stratagem

Daemons are not mortal creatures, their forms shifting between the warp and realspace, passing through solid barriers with ease.

Use this Stratagem in your Movement phase, when a LEGIONES DAEMONICA unit from your army is selected to make a Normal Move. When making that move, models in that unit can move within Engagement Range of enemy models, and can move through models, walls and closed Hatchways, but cannot move more than 6" and cannot end their move within any of these, nor within Engagement Range of any enemy models. You can only use this Stratagem once.
CRUSHING BULK1CP
Legions of Nurgle – Strategic Ploy Stratagem

Many daemons of Nurgle manifest lumpen and ponderous physical forms whose sheer bulk is a weapon in its own right.

Use this Stratagem after a PLAGUE DRONES, BEASTS OF NURGLE or GREAT UNCLEAN ONE unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that unit and roll one D6 for each model in the charging unit, adding 3 to the result if that unit is a GREAT UNCLEAN ONE unit:
  • On a 6+, that unit suffers D3 mortal wounds.
  • On a 9, that unit suffers D3+3 mortal wounds instead.
ICON OF CORRUPTION2CP
Legiones Daemonica – Boarding Actions – Wargear Stratagem

The unearthly icons that are raised above the daemonic hosts take many grotesque forms, but all are loci for their powers.

Use this Stratagem at the end of the Charge phase. Select one enemy unit that is within Engagement Range of a LEGIONES DAEMONICA ICON unit from your army and roll one D6 for each model in that enemy unit. For each result of 5+, that enemy unit suffers 1 mortal wound.
PLAGUE BANNER1CP
Legions of Nurgle – Wargear Stratagem

A pervasive aura of pestilence surrounds this icon, causing rusted blades to weep with even fouler and more toxic diseases.

Use this Stratagem in the Fight phase, when a LEGIONES DAEMONICA NURGLE ICON unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends. Each unit can only suffer a maximum of 6 mortal wounds as a result of this Stratagem in each phase.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Daemonic Invulnerability

Daemons are madness given form. Their very bodies are fashioned from the stuff of the warp, and are difficult to destroy through conventional means. By far the surest way to banish them, short of ritual witchery, is to fight them at close quarters where a warrior’s conviction and faith may strike as surely as their blade.

Instead of a normal Save characteristic as described in the Warhammer 40,000 Core Book, each LEGIONES DAEMONICA datasheet has a Daemonic Save characteristic (abbreviated to DSv on that datasheet’s profile line). This characteristic has two values. The first characteristic is used when a melee attack is allocated to that model, while the second characteristic is used when a ranged attack is allocated to that model. In either case, this saving throw cannot be modified in any way.
Allegiance Keywords
Most of the datasheets in this book have an Allegiance keyword. The following are Allegiance keywords:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
If a unit instead has the Faction keyword, then when you add that unit to your army, you must select one of the listed Allegiance keywords above and replace the keyword in all instances on that Datasheet with the selected Allegiance keyword.

Example: If you include a Daemon Prince in your army, and you decide it is a Daemon Prince of Khorne, its keyword becomes KHORNE and its Prince of Chaos ability reads, ‘While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
Manifestation

Daemonic legions tear through the fabric of realspace, malevolent entities flickering into being like phantasms from a nightmare. Worse still, as terror and panic take hold of their victims, so their mortal souls become ever easier prey for the entities pouring through from the warp.

During deployment, you can set up this unit in the warp instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models, or more than 6" away from any enemy models and wholly within 6" of a friendly WARP LOCUS model that was on the battlefield at the start of your turn. If that WARP LOCUS model has an Allegiance keyword, the unit being set up can only use this ability if it has the same Allegiance keyword.

If every unit from your army has the LEGIONES DAEMONICA keyword, then in the Reinforcements step of one of your Movement phases you can instead set up this unit anywhere on the battlefield with one of the following restrictions:
  • Wholly within your deployment zone and more than 3" away from any enemy models.
  • Neither wholly within your deployment zone nor within your opponent’s deployment zone, and more than a number of inches away from each enemy unit, equal to the current Leadership characteristic of that enemy unit (to a minimum of 3" and a maximum of 9").
Daemonic Terror (Aura)

To encounter a creature of the warp is to face a being utterly anathema to the fundamental laws of reality. Even the most emotionless warrior feels an unnatural primal terror while in their presence.

While an enemy unit is within 6" of this unit, subtract 1 from that enemy unit’s Leadership characteristic and subtract 1 from any Combat Attrition tests taken for that enemy unit.
Warp Storm

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish energies twist all that they touch, reshaping the landscape into bizarre forms and tormenting mortal beings.

This ability can be used to apply Warp Storm effects to eligible units from your army.
Daemonic
This unit has the following abilities: Daemonic Invulnerability; Manifestation; Daemonic Terror; Warp Storm.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

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Malefic Weapons

Many daemons fashion forms for themselves that exhibit strange and esoteric weapons, with which they give vent to their spiteful natures. While most fight with blade or claws, often they can also lash out with spiked tails, envenomed pseudopods or other bizarre appendages. Daemons may also ride to battle atop other daemonic creatures that make attacks with weapons of their own, or may be attended by daemonic minions who swipe at those who draw near their masters.

Many Chaos Daemons weapons are malefic weapons. Such a weapon will have an ability that reads ‘Malefic’ and then a value, such as 2 or 4. Each time the bearer fights, it makes a number of additional attacks with that weapon equal to that value, and no more than that number of attacks can be made with that weapon while resolving that fight. If a model is equipped with more than one malefic weapon, it can make additional attacks with each one it is equipped with.

Unless otherwise specified, malefic weapons are never affected by effects or abilities that allow models to make additional attacks, or abilities that would add to, subtract from, or improve their characteristics in any way.

Example: A Skullmaster is equipped with a blade of blood and its Juggernaut’s bladed horn, which has the ‘Malefic 4’ ability. Each time this model fights, it makes a number of attacks equal to its Attacks characteristic with its blade of blood, then an additional 4 attacks with the bladed horn profile.

The CAVALRY keyword is used in the following Chaos Daemons datasheets:

The FLY keyword is used in the following Chaos Daemons datasheets:


– if equipped with the Wings this unit gains the FLY keyword.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The CORE keyword is used in the following Chaos Daemons datasheets:

This datasheet has Fast Attack Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The GREAT UNCLEAN ONE keyword is used in the following Chaos Daemons datasheets:

The PLAGUE DRONES keyword is used in the following Chaos Daemons datasheets:

Fast Attack

The BEASTS OF NURGLE keyword is used in the following Chaos Daemons datasheets:

Daemonic icon used in the following datasheets:

The ICON keyword is used in the following Chaos Daemons datasheets:


– if equipped with the Daemonic icon this unit gains the ICON keyword.

Instrument of Chaos used in the following datasheets:

The INSTRUMENT keyword is used in the following Chaos Daemons datasheets:


– if equipped with the Instrument of Chaos this unit gains the INSTRUMENT keyword.

The LEGIONES DAEMONICA and ICON keywords are used in the following Chaos Daemons datasheets:


– if equipped with the Daemonic icon this unit gains the ICON keyword.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.

The PLAGUEBEARERS keyword is used in the following Chaos Daemons datasheets:

The PLAGUEBEARER keyword is used in the following Chaos Daemons datasheets:

The PLAGUEBEARERS and CORE keywords are used in the following Chaos Daemons datasheets:

Fast Attack

Plaguesword used in the following datasheets:

Fast Attack

The LEGIONES DAEMONICA, NURGLE and ICON keywords are used in the following Chaos Daemons datasheets:

Fast Attack

– if equipped with the Daemonic icon this unit gains the ICON keyword.
© Vyacheslav Maltsev 2013-2023